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using UnityEngine;
namespace Unity.AI.Navigation.Samples
{
/// <summary>
/// Manipulating the camera with standard inputs
/// </summary>
public class FreeCam : MonoBehaviour
{
public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
public RotationAxes axes = RotationAxes.MouseXAndY;
public float sensitivityX = 15F;
public float sensitivityY = 15F;
public float minimumX = -360F;
public float maximumX = 360F;
public float minimumY = -60F;
public float maximumY = 60F;
public float moveSpeed = 1.0f;
public bool lockHeight = false;
float rotationY = 0F;
void Update()
{
if (axes == RotationAxes.MouseXAndY)
{
float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationY = Mathf.Clamp(rotationY, minimumY, maximumY);
transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
}
else if (axes == RotationAxes.MouseX)
{
transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
}
else
{
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationY = Mathf.Clamp(rotationY, minimumY, maximumY);
transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
}
var xAxisValue = Input.GetAxis("Horizontal");
var zAxisValue = Input.GetAxis("Vertical");
if (lockHeight)
{
var dir = transform.TransformDirection(new Vector3(xAxisValue, 0.0f, zAxisValue) * moveSpeed);
dir.y = 0.0f;
transform.position += dir;
}
else
{
transform.Translate(new Vector3(xAxisValue, 0.0f, zAxisValue) * moveSpeed);
}
}
}
}
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